![]() You can cast plane shift spell on yourself with these changes: you can cast it without components, you can take up to 20 willing creatures with you, you can target only the astral plane,unwilling creature must succeed on DC 21 wisdom save, on failed save creature is forcibly taken with you, unable to leave against your will by any magical means until you are incapacitated or you die, or through natural rifts in space. Additionally, your unarmed strikes count as magical for overcoming damage resistances and immunities.Ĭonnection of the Astral Plane. You gain + 2 to your AC, and you add +3 to attack and damage rolls you make with your unarmed strikes. Your body gains the strength of the astral plane. When ending attunement user's body takes great strain, reducing Strength, Dexterity and Constitution to 2 each, with each passing day spent resting regaining 1 ability score up to their previous values. After attunement to this artifact is complete, item incorporates itself into the user, and cannot be forcibly taken from him. After uncountable years, he managed to grab an understanding of this plane, used that peculiar knowledge to gather and solidify materia of it, then absorbed it into itself becoming first wielder of Singularity of the Astral Plane. Years ago, a champion of light, whose name lost itself with passing eons, spent extensive time meditating in the astral plane. ![]() Wondrous item, artifact (requires attunement)
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